Battlefield Command Preview

While we were at the Codemasters booth during ECTS we also got a chance to check out the hot new real-time strategy game from 1C Company. Previously responsible for the incredible combat flight simulator, IL-2 Sturmovik, Battlefield Command marks a new turning point in historical games of this ilk.

Coo

Part of the reason for 1C's success with IL-2 Sturmovik was their attention to detail. While some might call it anal, others will tell you that the historical accuracy makes for a stunning level of immersion that cannot be found in other titles. The build we were shown included some of the most detailed visuals I've seen yet, in any game. While G-Man in Half-Life 2 might have wrinkles, Battlefield Commands' armour units are modelled and textured down to the last rivet. Zooming in a tank, the Codemasters producer for the title showed us the incredible detail and high resolution of the early World War II vehicle. Having examined most of the vehicles in the game for themselves, the developers can recreate all the advantages and disadvantages of each vehicle precisely.

The power of DirectX 9 and the latest graphics cards have allowed 1C to cram the latest graphical effects into the game. Tanks when wet from rain, or spray from explosions, will reflect their surroundings in real time, as does all water in the game, being based on the same code as it is. Volumetric smoke, deformable terrain (not yet implemented), and the aforementioned pin sharp textures create one of the best-looking games in any genre. The unfortunate consequence of enabling these stunning effects is a reduction in the frame rate. This will however not be a problem in the final version as the final months of development will be spent on polishing, bug fixing, and generally making it the best game possible.

Time To Blow Stuff Up

After displaying the graphical power of the engine, we were shown an early mission in which some Allied forces had to recon a small village and signal for an artillery barrage at the position of enemy tanks that could potentially weaken Allied forces in the area. The small amount of forces available to the producer in the demo level constituted of some light infantry who operate in teams, but can, if needed, be ordered around separately. If the previously mentioned graphics don't impress you, then the unit control system is more than certain too.

By default, units under your command will react using standard military manoeuvres, but by expanding a menu (these were still work in progress and Codemasters promised that they would be simplified in the future), all kinds of variables can be set. Using simple sliders, units can be ordered to prioritise nearer targets, weaker enemies, certain classes of units, and a whole lot more. One example given to us was taking out an Axis anti-tank team who could potentially annihilate a tank column. By pushing the bars out to the right of the slider, the player's infantry team would be instructed to fire at more dangerous targets who were further away and who needed suppressing. This would in turn mean ammunition ran out quicker and the chance of hitting an actual enemy was slimmer as less time was being taken to aim accurately. The intended aim of this manoeuvre was to allow the Allied tanks to move into firing range of the enemy building and destroy it, without the precious tanks taking enemy anti-tank fire.